Here is what I have done for mco move sets: - you don't have to use supplied folders - I removed all animation from original folders - take your your desired mco move set and modify it by ADDING to it high|mid|low stance condition - if your set has 3 folders, go into each folder and modify _conditions.txt to include (for mid stance)... AND HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042519) - repeat for each stance|move set, notice they are different perks (high|mid|low) HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042518) HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042519) HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x0004251A)
inside of your moveset folder is your animation and a txt file that explains the conditions of those animations. simply take the conditions of the stance mod and add them to your animation .txt conditions. while im not sure completely. i think this makes the animations exclusive to that stance, not sure tho. currently got zap and er katana working on the same weapon. if any animations are overwritten. go to the animation folders ex. (2700021) and add two or 3 zeros to the end to add priority. this is what worked for me.
either i am stupid or doing something wrong installed OAR installed stances unzipped unarmed combat for mco moved folder to high stance copied andriypotapov tutorial for mco and put it in folder run nem nothing put it in highstance condition txt nothing
Does the animations have to be within the stance folders to work? Or just changing the conditions of the animations in it's own proper file would work?
Idk if I'm just slow or just tired(3:30am here xD), can't figure it out rn lol. I'm really liking how people are in here sharing how to get things to work right. If anyone can help me get it, I'd be really grateful
I didn't understand anything at all can someone normally explain how to install it (I want to put animations ADXP I MCO elden rim moveset collection (SCAR))
so i need to copy "_conditions.txt" file from stances mod and paste it into each folder of MCO animation or i chance "config.json" file in each folder of MCO animation ? Because MCO animation dont have "_conditions.txt" file.
Is there a line to add to use a moveset in neutral stance? i trired just not having a line for one and if i do that it overwrites all the other three stances. So theres no way to have a fourth mco moveset as the neutral stance?
I think this only works with animations made for DAR (Dynamic Animation Replacer) and not OAR (Open Animation Replacer), as only DAR animations use the "_conditions.txt".
Fantastic work! But I encountered a small problem, could this mod work along with PC Head Tracking, specifically with it's voice module? When I switch to high/mid/low stance, battle voices can't be triggerd:( The framework I use is BFCO by the way.
For those who couldn't get the key tracing directional changes to work, I think Dtry's key util was the problem. Try the AE-NG version pinned in the mod page's comments. That fixed my issues with key tracing.
This just seems to refuse to work with the provided OAR folder structure. No "replacement animations" load in. I'll try to make it work with the old DAR structure to see if it works again, given that I've gotten it to work in the past.
Edit: Can confirm that it does indeed work with the old DAR file structure.
A tutorial for those that also want to use this mod with different BFCO/MCO movesets:
1.Install this mod 2.Go to \Stances - Dynamic Animation Sets\meshes\actors\character\animations\ 3. Create a folder called "DynamicAnimationReplacer" and inside that folder create another one called "_CustomConditions" (without the quotes obviously) 4. All of the folders of all the movesets that you want to use will need to go inside that _CustomConditions folder. So if you have a folder named 40100 or something, it will go there. Edit: Those are the folders that you want to put there, not a "meshes" or whatever folder. The folders that go in there all have numbers and stuff. 5. Grab the folders of whatever BFCO/MCO moveset you want to use, and inside those folders you need to find a "_conditions.txt" file. There's going to be one of those txt files inside every folder of every moveset. 6. Inside "_conditions.txt" you will find the conditions that are needed to play the animation. What you need to do is add "AND", press enter, and add the corresponding Stance condition. Here's a reference sheet:
for high stance HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042518) for mid stance HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042519) for low stance HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x0004251A)
So, let's say that the inside of a given "_conditions.txt" looks like this: IsActorBase("Skyrim.esm" | 0x000007) AND IsEquippedRightType(1) AND NOT IsEquippedLeftType(1) AND NOT IsEquippedLeftType(2) AND NOT IsEquippedLeftType(3) AND NOT IsEquippedLeftType(4) AND
You need to make it look like this:
NOT IsActorBase("Skyrim.esm" | 0x000007) AND IsEquippedRightType(1) AND NOT IsEquippedLeftType(1) AND NOT IsEquippedLeftType(2) AND NOT IsEquippedLeftType(3) AND NOT IsEquippedLeftType(4) AND HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042518)
You always need to have an "AND" before the specific stance condition, otherwise it won't work. The stance given in that example is the high stance. Using the reference sheet, you would replace that condition with the condition of your desired stance. Note that you need to do this for *EVERY* _conditions.txt file that your desired moveset has. I know, it's tedious work but it's worth it. It just works.
If this guide helped you you can always donate me a bazillion dollars.
Been using SkySA for a while, no problems there. While looking for something else, I stumbled upon this mod! OMG!!! No SkySA user should be without it!
I did every guide I found told me to (most of them were outdated, I even tried those) still can't get it to work. no icons, animations, or attacks have been changed. Need help
For anyone trying to get this to work for gamepad and don't know what they're doing like me, there is no need to change the Stances.ini file under the [KeyTrace_EventID_GamePad] setting header. By default the "individual hotkeys" are set to your arrow keys. Using the Gamepad Plus Plus mod (www.nexusmods.com/skyrimspecialedition/mods/27007), you can emulate your arrow keys using combo keys like LB + up, left, right, down on the d-pad. To do this, go into the MCM and into one of the Combo Key settings and assign the four combos to your corresponding arrow keys. Initially, they will be set to LB, RB, and B and the mod will change a lot of the layout on your controller so you won't be able to enter the perk/inventory screen with B, don't panic. The original mod will need a patch though to work in the newest versions of Skyrim (www.nexusmods.com/skyrimspecialedition/mods/107591?tab=files&file_id=464046&nmm=1). If for whatever reason you do not want to install Gamepad Plus Plus, you can also install the Auto Input Switch and just occasionally use your keyboard's arrow keys to switch stances without having to unplug your controller every time. I will say this mod is at its most fun when you can switch stances mid combo so the easier you can switch stances the better.
To save you from headache like I did. If you converted this mod from ESP to ESL, the FormID will change (my assumption). This is happened to me because I use Nolvus with OAR on top of it and Nolvus installation do Bulk ESLify after a section end.
Instead of 42518 for High Stance now it become 000809 Instead of 42519 for Mid Stance now it become 00080A Instead of 4251A for Low Stance now it become 00080B
If you use 42518, 42519, or 4251A on FormID, it will say "Not Found"
To avoid this, just don't convert this mod esp to esl and you are good to go.
this mod is a headache to set up with a gamepad, specially with the new Dtry's key Utils version.
i tried gamepad++, i tried all sorts of gamepad mods, and even set up my own gamepad. its still impossible to set it up without issues.
the main reason is, the modifier key (all in one button), will only work with the preset directional keys on keyboard, but the second setting, which is 4 separate keys, has no modifier key which means if you want to use it on gamepad, you will definitely run out of buttons and you have to endure overlapping buttons.
the best way was to merge step 1 & 2 and allow us to set the modifier key AND the Separate keys and then use them together, instead of them being separate modes keybinding.
PLEASE, fix this one thing for the sake of everyone's sanity and add a third option, with both customizable modifier key AND Separate key to work together.
Auto Input Switch + Steam's controller configuration makes it pretty easy to add extra hotkeys, especially if you use one of those edited control maps that makes 3 of the 4 d-pad buttons no longer tied to Favorites, freeing up 3 new keys, and using modifiers and the other utilities I mentioned will easily let you add many new hotkeys.
Can we get a video installation process for both Dar and Oar? Every time I tried to get this to work, the only animations that ever worked correctly was unarmed movesets.
568 comments
- you don't have to use supplied folders
- I removed all animation from original folders
- take your your desired mco move set and modify it by ADDING to it high|mid|low stance condition
- if your set has 3 folders, go into each folder and modify _conditions.txt to include (for mid stance)
... AND
- repeat for each stance|move set, notice they are different perks (high|mid|low)HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042519)
HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042518)
HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042519)
HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x0004251A)
Tested only with following mco move sets. Fully functional combinations and work with dedicated power attack mods as well
- Unarmed Moveset for MCO
- one folder
- ADXP I MCO Skyrim Martial Arts - Kick Boxing
- 3 folders
installed OAR
installed stances
unzipped unarmed combat for mco
moved folder to high stance
copied andriypotapov tutorial for mco and put it in folder
run nem
nothing
put it in highstance condition txt
nothing
can someone normally explain how to install it (I want to put animations ADXP I MCO elden rim moveset collection (SCAR))
The framework I use is BFCO by the way.
Edit: Can confirm that it does indeed work with the old DAR file structure.
A tutorial for those that also want to use this mod with different BFCO/MCO movesets:
1.Install this mod
2.Go to
\Stances - Dynamic Animation Sets\meshes\actors\character\animations\
3. Create a folder called "DynamicAnimationReplacer" and inside that folder create another one called "_CustomConditions" (without the quotes obviously)
4. All of the folders of all the movesets that you want to use will need to go inside that _CustomConditions folder. So if you have a folder named 40100 or something, it will go there. Edit: Those are the folders that you want to put there, not a "meshes" or whatever folder. The folders that go in there all have numbers and stuff.
5. Grab the folders of whatever BFCO/MCO moveset you want to use, and inside those folders you need to find a "_conditions.txt" file. There's going to be one of those txt files inside every folder of every moveset.
6. Inside "_conditions.txt" you will find the conditions that are needed to play the animation. What you need to do is add "AND", press enter, and add the corresponding Stance condition. Here's a reference sheet:
for high stance
HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042518)
for mid stance
HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042519)
for low stance
HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x0004251A)
So, let's say that the inside of a given "_conditions.txt" looks like this:
IsActorBase("Skyrim.esm" | 0x000007) AND
IsEquippedRightType(1) AND
NOT IsEquippedLeftType(1) AND
NOT IsEquippedLeftType(2) AND
NOT IsEquippedLeftType(3) AND
NOT IsEquippedLeftType(4) AND
You need to make it look like this:
NOT IsActorBase("Skyrim.esm" | 0x000007) AND
IsEquippedRightType(1) AND
NOT IsEquippedLeftType(1) AND
NOT IsEquippedLeftType(2) AND
NOT IsEquippedLeftType(3) AND
NOT IsEquippedLeftType(4) AND
HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042518)
You always need to have an "AND" before the specific stance condition, otherwise it won't work. The stance given in that example is the high stance. Using the reference sheet, you would replace that condition with the condition of your desired stance.
Note that you need to do this for *EVERY* _conditions.txt file that your desired moveset has. I know, it's tedious work but it's worth it. It just works.
If this guide helped you you can always donate me a bazillion dollars.
Been using SkySA for a while, no problems there.
While looking for something else, I stumbled upon this mod!
OMG!!!
No SkySA user should be without it!
Thx & Kudos for this hidden gem!
This is happened to me because I use Nolvus with OAR on top of it and Nolvus installation do Bulk ESLify after a section end.
Instead of 42518 for High Stance now it become 000809
Instead of 42519 for Mid Stance now it become 00080A
Instead of 4251A for Low Stance now it become 00080B
If you use 42518, 42519, or 4251A on FormID, it will say "Not Found"
To avoid this, just don't convert this mod esp to esl and you are good to go.
i tried gamepad++, i tried all sorts of gamepad mods, and even set up my own gamepad. its still impossible to set it up without issues.
the main reason is, the modifier key (all in one button), will only work with the preset directional keys on keyboard, but the second setting, which is 4 separate keys, has no modifier key which means if you want to use it on gamepad, you will definitely run out of buttons and you have to endure overlapping buttons.
the best way was to merge step 1 & 2 and allow us to set the modifier key AND the Separate keys and then use them together, instead of them being separate modes keybinding.
PLEASE, fix this one thing for the sake of everyone's sanity and add a third option, with both customizable modifier key AND Separate key to work together.