I tried this but couldn't take the choppiness, though it was a great effort and a beautiful animation. If anyone wants a much smoother version of essentially the same thing, rename the forward roll from Acrobatic Dodge Animation for TK Dodge and CGO dodge (DAR)
I used it to replace the Silent Roll Perk animation, sneakrun_forwardroll.hkx, in DAR, for my Bayonetta Standalone Follower.
No offense to the creator, who made a very good effort.
Thank you for this. This mod allowed me to play as an a paralyzed Argonian who can only move by handstands or becoming kano ball. His weapon is shotgun and giorno's theme plays when the dragons challenge him. He always wins.
I love what you've done so far. It worked well out of the box with CGO, although it doesn't seem to drain my stamina while rolling, though I don't believe this was originally made for CGO in mind. It could be an issue on my end too. Do you have plans to keep updating this? My only complaint is where the arms "hang" in the air for a split second at the end of the roll and whip back down. It's otherwise perfect, you have my endorsement.
The stamina drain should be a CGO setting- this mod's just an animation replacer, it shouldn't have any impact on that. I've got a major update planned, yes. The arms whipping back down is due to the last frames on the animation having the arms above the head- it's much cleaner in terms of the animation itself, but conflicts horribly with the arm position of your regular combat idle. I'll put a version with the arms in a more neutral position in the next update, but that won't be for a while; there's a lot of changes I want to make.
Hi, for some reason, CGO animation doesn't work for me with DAR. It just tries to use it for a microsecond and then never try it again. Conditions were (player, stamina more than 75% and random(0.333))
Tested with CGO and DAR: IsActorBase("Skyrim.esm" | 0X000007) AND NOT IsActorValuePercentageLessThan(26, 0.75) AND Random(0.33) and it worked mostly fine (sometimes normal dodge would have the last 3 or so frames of my dodge). My guess is that you got the folder structure wrong? Copy-paste the entire CGO folder from Meshes\Actors\Character\animations\ into Meshes\Actors\Character\animations\DynamicAnimationReplacer\_CustomConditions\####\
Have a video recording with the setup if you want to check.
The easiest way to do this is to take TK Dodge's Step Dodge Forward animation and use it to replace the CGO Dodgeroll animation. Take Meshes\Actors\Character\animations\TKDodge\StepDodgeForward.hkx from TK Dodge, rename it to dodgeroll.hkx, and replace, in your CGO mod folder, meshes\actors\character\animations\CGO\dodgeroll.hkx A cleaner solution is, instead of replacing the file, making a new mod that's literally that one file and load it after CGO.
I messed when making the folder structure. It needs to have a folder named "Meshes" as the first folder in the file. Uploaded 1.11 which fixes that, thanks for bringing it up.
Are you using TK Dodge? I'm pretty sure the default forward dodge roll uses the animation for the Sneak perk Silent Roll, so if I want to make it work with TK Dodge's forward roll, the Silent Roll animation will also be replaced. You can use DAR to get around this by replacing the Silent Roll animation when you're NOT stealthed with this mod's animation. I'll probably make a DAR version later that does just this; until then, if you want the forward roll with TK Dodge, then you need to use the Step Dodge option.
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I used it to replace the Silent Roll Perk animation, sneakrun_forwardroll.hkx, in DAR, for my Bayonetta Standalone Follower.
No offense to the creator, who made a very good effort.
IF SO lol where can I learn to do it? (Is the blender tutorial from distar66? and your file structure enough to get me going?)
Sorry for all the questions :P
i dont know what happened but i can only do the dodge when im in pov. It doesnt work in 3rd person anymore, anybody know why ?
Do you have plans to keep updating this? My only complaint is where the arms "hang" in the air for a split second at the end of the roll and whip back down. It's otherwise perfect, you have my endorsement.
I've got a major update planned, yes. The arms whipping back down is due to the last frames on the animation having the arms above the head- it's much cleaner in terms of the animation itself, but conflicts horribly with the arm position of your regular combat idle. I'll put a version with the arms in a more neutral position in the next update, but that won't be for a while; there's a lot of changes I want to make.
Conditions were (player, stamina more than 75% and random(0.333))
IsActorBase("Skyrim.esm" | 0X000007) AND
NOT IsActorValuePercentageLessThan(26, 0.75) AND
Random(0.33)
and it worked mostly fine (sometimes normal dodge would have the last 3 or so frames of my dodge). My guess is that you got the folder structure wrong?
Copy-paste the entire CGO folder from Meshes\Actors\Character\animations\
into
Meshes\Actors\Character\animations\DynamicAnimationReplacer\_CustomConditions\####\
Have a video recording with the setup if you want to check.
Awesome mod by the way
Take Meshes\Actors\Character\animations\TKDodge\StepDodgeForward.hkx
from TK Dodge, rename it to dodgeroll.hkx, and replace, in your CGO mod folder,
meshes\actors\character\animations\CGO\dodgeroll.hkx
A cleaner solution is, instead of replacing the file, making a new mod that's literally that one file and load it after CGO.
Uploaded 1.11 which fixes that, thanks for bringing it up.