I am on AE 1.6.640, with OAR, the animations are working, but - the guns are floating near hip when sheathed and crossbow bolts are shown - the right gun is floating below with crossbow bolt stuck in hand - while running crossbow animations are playing - and I cannot use unarmed after using guns, can't unequip
No, it is definitely working. I just installed and tested it 5 mins ago. My game version is AE v.1.6.640. It's on your end, whether it's mod conflict or some error done on your part when installing this. Given that the author didn't mention it, I'm suspecting that you might not have Nemesis installed. If that was the case: here is the link:
Regardless of whether an animation mod description say about Nemesis being a hard requirement or not, you'll always want to treat it as if Nemesis required. Install animation mod(s)*, fire up Nemesis, click Update Engine, click Launch Nemesis Behavior Engine, wait for it to be done, and your animation should work now in game.
*If you want to use multiple animation mods, you can install them all first and do the Nemesis part in one go aka you don't need to install animation mod 1->Run Nemesis->Install animation mod 2->run Nemesis->animation mod 3->... over and over. Hope this help
Yes, you are right, it worked with 1.6.640. At first I had broken animations too, but I removed all other crossbow related animation mods and ran Nemesis and it works beautifully. In addition, the SE version of the address library is also installed, although I don't know if this is relevant.
I will leave one note for those who follow. This mod contains several files with Korean in the filenames, so be careful to remove or rename them or Nemesis will throw an error.
Delete the txt files under "meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\*Numbers 3000 to 3100" (don't delete _condithins.txt! The one in Korean!) Rename two nif files in "meshes\Spaghetti Western\Ammunition". Also, don't use the same folder number as other mods!
You need ingredients to craft them. If you wish to get them right away just open console with '~' and type in the following: For akimbo: 'help akimbo 4' For gunkata: 'help gunkata 4' For final shot: 'help final shot 4'
This will show you a list of those weapons and it will have a code next to them. From there you can use player.additem + code of your choice + number of the item you want added to your inv.
Hi everyone, for me none of the revolver skills are working. All other animations are fine though. Could it be i have an animation mod that changes the blocking?
Since they are based on blocking, you might wanna disable any bash behaviour mods and animations. It's so hard to integrate gunplay into already existing combat mods I swear. In my case I'm trying to make it work while having MCO installed haha :)
Having an issue with the initial equip and then trying to equip it in general. First equip it shows up with the crossbow animation, the second equip is just an infinite animation cycle of trying to pull out the guns. Also only like three duel wield guns seem to work. Anyway of fixing this issue?
It could be the priority number on the animations list. You'll have to make the number for the Spaghetti Wester animation bigger than the other file numbers for the other crossbow animations
EDIT: The creator is making an updated version! This is their youtube channel where they have showcased their WIPs, etc. This is my favourite mod and I'm super excited to play the updated ver! Looks great! https://www.youtube.com/watch?v=UhKt_gXzpBE&t=43s&ab_channel=Stylishgameplay
found out a fix for the sheath floating and bullet stick in body https://arca.live/b/tullius/5655533?target=all&keyword=western&p=1 look at the image and remove the MODL model file name line
So I Know that this mod is dead (or finished can say too) but still i have some problems:
Rifles are totally ok. Even in 1st person that is not intended. The crossbow selected animations are fluid.
Problems comes with guns and revolvers. Only one model works: colt final shot. All the others have a lot of problems. Dual guns not only have invisible textures but also use one hand pistol animations. Also i cant use special skills with them. Not only one.
I tried all the solutions given here: changing the korean names of spells and effects to their english counterparts and also using the extended skeleton...
So basically i can only use rifles and the (final shot) colt skill.
242 comments
- the guns are floating near hip when sheathed and crossbow bolts are shown
- the right gun is floating below with crossbow bolt stuck in hand
- while running crossbow animations are playing
- and I cannot use unarmed after using guns, can't unequip
Tried a few fixes but not working
https://www.nexusmods.com/skyrimspecialedition/mods/60033
Regardless of whether an animation mod description say about Nemesis being a hard requirement or not, you'll always want to treat it as if Nemesis required. Install animation mod(s)*, fire up Nemesis, click Update Engine, click Launch Nemesis Behavior Engine, wait for it to be done, and your animation should work now in game.
*If you want to use multiple animation mods, you can install them all first and do the Nemesis part in one go aka you don't need to install animation mod 1->Run Nemesis->Install animation mod 2->run Nemesis->animation mod 3->... over and over. Hope this help
I will leave one note for those who follow. This mod contains several files with Korean in the filenames, so be careful to remove or rename them or Nemesis will throw an error.
Delete the txt files under "meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\*Numbers 3000 to 3100" (don't delete _condithins.txt! The one in Korean!)
Rename two nif files in "meshes\Spaghetti Western\Ammunition".
Also, don't use the same folder number as other mods!
For akimbo: 'help akimbo 4'
For gunkata: 'help gunkata 4'
For final shot: 'help final shot 4'
This will show you a list of those weapons and it will have a code next to them. From there you can use player.additem + code of your choice + number of the item you want added to your inv.
So process is like this:
help akimbo 4
player.additem 28199142 1
^This is example for Vincents akimbo pistol
https://www.youtube.com/watch?v=UhKt_gXzpBE&t=43s&ab_channel=Stylishgameplay
https://arca.live/b/tullius/5655533?target=all&keyword=western&p=1 look at the image and remove the MODL model file name line
Rifles are totally ok. Even in 1st person that is not intended. The crossbow selected animations are fluid.
Problems comes with guns and revolvers. Only one model works: colt final shot. All the others have a lot of problems. Dual guns not only have invisible textures but also use one hand pistol animations. Also i cant use special skills with them. Not only one.
I tried all the solutions given here: changing the korean names of spells and effects to their english counterparts and also using the extended skeleton...
So basically i can only use rifles and the (final shot) colt skill.
My first mistake was intalling incorrectly SKSE. And second was a problem with CGO. Just changing my load order with Spaghetti the last worked.